ScorpDK Posted March 21, 2014 Share Posted March 21, 2014 (edited) looking at the recent survey of mission feedback, I came up with some basic ideas on how to redesign the rather unloved missions and make them more appealing for players, either through mechanics or coolness-factor. Rescue: Rescue could be like the Zanuka Capture post-mission. Except you have to free a fellow Tenno, and accompany them as they recover their gear. They will know where to go, will initially avoid enemies - via hiding, parkour or using alternate routes that the Grineer/Corpus/Infested do not have access to - if they can see / hear them, or wait until you dispatch them. As soon as they recover a piece of their gear, be it a sidearm, primary, melee or powers, they will start to engage the enemy appropriately, and only wait in a safe spot in case the player gets too far away from them. Each piece of gear recovered makes the Rescue target more powerful, and at the end it is like you have a boss-type character at your side (to somewhat offset the lack of human-like intelligence), who decimates enemies by the dozen. As incentive for helping out, at each location where the Rescue target finds their gear, the player(s) acquire a piece of loot, like defense/survival/interception waves would reward. Make the actual frame type and their loadout vary each mission, and you have some interesting replayability. Tho actually writing that Tenno AI might be a challenge Sabotage: This one has been somewhat of a problem for a while due to how repetitive it gets (if you know the map, you know instantly what the target(s) are) so my suggestions include the following: More varied targets because nobody wants to always destroy drilling machines or a reactor, the maps offer such a big load of possible targets that we could include, some examples are: Corpus Base: Research Equipment, Data Consoles, Ship Hangars, Manufacturing Line, Proxy AI Control. Grineer Asteroid Base: Mined Material Storage, Toxic Substance Canisters. And with adding more targets, here comes something to spruce it up: Dynamic Events based on the target Because a simple mission timer and a looping alarm noise aren't gonna do much for making a mission play differently, let's make it more interesting with visuals and even gameplay events: Examples: - Destroying Corpus' Proxy AI Control will make all MOA go berserk, attacking everything on sight, including other MOA, but at the same time make them more deadly as all safeties are disabled. Includes the ability to shoot while moving. - Destroying Grineer Materials or Toxic Substances might cause the fumes to leak through the ventilation system. Results in a mission countdown but at the same time cripples Grineer troops throughout the level, lesser Grineer troops choking to death, either ignoring the player or trying to fire at them with one hand and poor accuracy, maybe even have their armor dissolve visually (possibly swapping all existing troops with "Afflicted" versions to make it simpler) - Destroying a Reactor / Generator that triggers a countdown timer actually causes explosions (either visual-only or doing reduced damage to Tenno but full damage to the enemy) throughout the base/ship, including perhaps parts of spaceships to be torn apart and Corpus getting sucked into space, which can be appreciated through windows or by doors that lock moments after witnessing the event. Perhaps include the possibility of a mini-boss spawning when you sabotaged the base/ship, who'll try to stop you from leaving, thus making countdown timers a true race-to-the-death when someone locks you into a room to fight you. These are my ideas for these two mission types, and I'm sure the others could be given love as well, but I personally don't have any good ideas for them at the moment. Feedback and suggestions are welcome! :D Edited March 21, 2014 by ScorpDK Link to comment Share on other sites More sharing options...
Xhos Posted March 21, 2014 Share Posted March 21, 2014 Pretty please Link to comment Share on other sites More sharing options...
7grims Posted March 21, 2014 Share Posted March 21, 2014 (edited) Not good enough. I still see warframe missions as 2 types: Linear missions - exterminate, capture, sabotage, spy, etc Dynamic missions - defense, survival, interception. All the linear missions are boring, not fun, repeating those becomes a big pain, and its were all rushing problems start. Dynamic missions is all I play, they are action packed, they require strategy, and they increase in difficulty as you go along, making it a challenge to see how far can you go. If anything those linear missions should all be transformed in stealth missions, whenever there will be a good stealth mechanics. Edited March 21, 2014 by 7grims Link to comment Share on other sites More sharing options...
Danjal777 Posted March 21, 2014 Share Posted March 21, 2014 These fantastic concepts! Please allow me to add to it. Spy: In its current incarnation, the spy mission is simply the first part of mobile defense without the hard part. I feel this would be better, if you insert a special tile set where you have to perform a certain task to gain the critical information. For example, during a grineer mission the lotus tell you that you must spy on a grineer military briefing. In order to do so, you could sneak into the air ducts to hear the mission details, or you could perform a series of hacks to break into the surveillance in the room. Also this mission is a great platform for compound missions, easily giving you information that changes the objectives. Link to comment Share on other sites More sharing options...
Sunfaiz Posted March 21, 2014 Share Posted March 21, 2014 Not good enough. I still see warframe missions as 2 types: Linear missions - exterminate, capture, sabotage, spy, etc Dynamic missions - defense, survival, interception. All the linear missions are boring, not fun, repeating those becomes a big pain, and its were all rushing problems start. Dynamic missions is all I play, they are action packed, they require strategy, and they increase in difficulty as you go along, making it a challenge to see how far can you go. If anything those linear missions should all be transformed in stealth missions, whenever there will be a good stealth mechanics. My thoughts are why not make the linear missions more bearable. How about at the end of a rescue or capture we get a small buff for the next mission? ONLY the next mission. Defensive for rescue and Offensive for capture. It makes sense...think about it. the hostage will have valuable information about the enemies because of staying with them. The capture target will have Inside information like what are the factions weak points. Also maybe the dojo can have a sorts of prison to hold the capture target.These buffs can be clan only as well due to this. Maybe an asylum for the hostage ? It would find more people playing these useless mission types. Comments ? Link to comment Share on other sites More sharing options...
7grims Posted March 21, 2014 Share Posted March 21, 2014 (edited) My thoughts are why not make the linear missions more bearable. How about at the end of a rescue or capture we get a small buff for the next mission? ONLY the next mission. Defensive for rescue and Offensive for capture. It makes sense...think about it. the hostage will have valuable information about the enemies because of staying with them. The capture target will have Inside information like what are the factions weak points. Also maybe the dojo can have a sorts of prison to hold the capture target.These buffs can be clan only as well due to this. Maybe an asylum for the hostage ? It would find more people playing these useless mission types. Comments ? I think all those missions could have more details, but even so, these linear missions, are the ones we go straight foreword gunsblazing, they require no strategy, they are with or without lore rushable, hence they end up being overly repetitive, and not as fun as others. Lately I only believe these would actually work, if they in fact introduce a good stealth system, so that the players have fun taking their time pushing the mission, and both playing stealthy and finishing it, as to be rewarding. As for the hostage or datamass having some info, the dev's have spoken of something like that, that these could have /carry some valuable information, like blueprints and etc. Maybe like that they would be worth doing. But either way, that doesn't solve the repetitive and grinding problem. Edited March 21, 2014 by 7grims Link to comment Share on other sites More sharing options...
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